Tagged "iPhone"

Tengami
Feb 28

Have you seen just how many Flappy Bird clones there are on the App Store now?

You don’t need to, because Stuart Dredge has been keeping a slightly obsessive eye on it for The Guardian. In short: lots.

Tengami

If Nyamyam had been so inclined, they might have renamed Tengami ‘Flappy Paper’. They might have got a few sales by association, but probably not the headline promotion from Apple that the game’s received.

It’s just the sort of thing that Apple likes to give prominance to. The art style is mature and beautiful, rather than the standard cartoon world; it’s from developers with a bit of a track record – in this case, ex-Rare people; and of course it costs three quid, which can’t hurt when Apple takes a chunky cut of that.

And anyway, ‘Flappy Paper’ would be an altogether inappropriate name – there’s nothing flappy about the paper in Tengami. The pop-up landscapes are precision folded, crisply opening and closing as you swipe, with impressively intricate detail.

It’s an effective atmosphere, enhanced by the soundtrack, played on traditional Japanese instruments. But not enhanced by the game itself, which gives you too much time to think, and not enough to think about.

Tengami

It’s a slow moving game – literally. Literally literally. The protagonist walks at a leisurely saunter, which is in-keeping with the tone, but with fairly sparse landscapes doesn’t do much to keep your mind occupied.

The puzzles, which are few in number even for a game which is over in a couple of hours, fall into three categories. There’s the odd nice puzzle, satisfying to work through logically. There are slightly laborious puzzles, which you’ll be a few steps ahead of, limited only by the slow pace of movement. And there are puzzles that are just a tiny bit obtuse – and in an arbitrary, rather than a clever way.

Tengami

With not quite enough stimulation on offer, I found myself pondering the inconsistencies in the mainly glorious presentation. Most page turns require a swipe across the screen, but a few don’t. The music occasionally takes a slightly darker turn, but without any noticeable change on screen.

In that way, the lack of substance isn’t just a problem in itself, it actually detracts from what the game has going for itself – the style. It ends up feeling a bit empty.

And then, abruptly, the game ends.

Version: iPhone
iTunes App Store: £2.99

Fist of Awesome
Oct 25

Fist of Awesome has been one huge charm offensive: from the early animated GIF screenshots, through the doubling-its-target Kickstarter, to designer Nicoll Hunt’s beard.

It’s been either: (a) a cleverly orchestrated PR campaign; (b) a demonstration of the benefits as an indie developer of being a bit different; or (c) proof that people really really want to punch a bear IN THE MOUTH.

Fist of Awesome

The game will certainly sate that particular desire. For enjoyably irrelevant reasons, Tim Burr’s fist has taken on a personality of its own, and he must avenge or rescue or something his family by lamping an awful lot of wildlife. And there’s kicking and stomping and shoving and throwing, as well as a charged punch, in addition to your common-or-garden punching.

That little lot is handled admirably by the gesture controls. Logical taps and swipes on the right of the screen take care of the action – tap to punch, swipe up to jump, down to stomp etc. Only the pushes and throws are a little awkward, and as always a virtual d-pad – in this case wherever you touch on the left of the screen – is less precise than you’d ideally like, but it’s as good as it’s going to get.

It’s a solid scrolling fighting game mechanic, but not quite enjoyable enough on its own to carry the game. The storyline and humorous touches dotted around the levels hit more often than miss, but again, aren’t quite enough to carry the game.

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PlantsvsZombies2Map
Aug 21

It’s About Time… that a developer put some thought into their game’s subtitle, rather than randomly picking a word like ‘Revelations’ or ‘Requiem’ from a dictionary.

What pleases us so much about Plants vs Zombies 2’s subheading is that it works on three different levels. The curiously likeable zombies first shuffled onto the App Store back in 2009. As sequels go, it has been a bloody long time coming. The saying ‘from small seeds…’ certainly rings true here though – right from the start it’s clear this sequel has had a lot of love, time and attention lavished upon it. It looks superb – each plant and zombie as well animated as the next – while the dialogue often raises a grin.

PlantsvsZombies2

There’s a welcome time-travel theme this time round too. The plot sees the more than slightly insane Crazy Dave eat a taco that’s so delicious that he goes back in time to eat it again. Things don’t quite go to plan, however, and both yourself and Crazy Dave accidentally travel back to ancient Egypt. After taking on the mummified undead, there are bloodthirsty zombie pirates to contend with, followed by a trip to the Wild West. Each era brings a wealth of new zombie types who have their own unique attacks to catch you off guard.

Like before, using time wisely plays a huge part. At the start of each battle just a minute or so is at your disposal to start placing plants on the battleground. There’s a slight sense of familiarity – sunflowers remain essential to collecting resources, while peashooters are the focal point of the evergreen arsenal. It’s not long though until fresh plant types are introduced, along with a handful of new power-ups.

Pinching the screen to decapitate zombies is vastly entertaining

Pinching the screen to decapitate zombies is vastly entertaining, and plant food can now be dropped onto your garden gang for a temporary super-charged attack. Experimenting with these is a genuine pleasure due to each plant being affected in a suitably different manner. We challenge you not to smile when using one on a zombie blocking ‘wallnut’ for the first time. These powerful attacks aren’t just for show either – they add a further degree of strategy.

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Consoles Video Game Quiz
Aug 07

If you’ve worked in an office over the last decade or so, you’ve probably been hit at some point by the deluge of Excel quizzes. They were fun! Sort of.

Little screen caps from films or scraps of sweet wrapper or whatever, and you have to guess what they are. The whole office gets involved to try to solve the last few tough buggers and no-one does any work for about a week, until eventually the last person loses interest and gives up caring what that obscure chocolate bar is.

Of course, you don’t need a spreadsheet package to play these now – that’s what smartphones are for!

consoles_video_game_quiz

My favourite is the recently released Consoles Video Games Quiz (iTunes: free) by Spanish developer Undercoders, which gives you photos of dozens of consoles to identify.

It starts off straightforward, but soon moves into specific variants of well-known consoles, obscure handhelds and properly retro machinery. It’s around level 8 of 10 that things start to get really tricky: the only one I even recognised was that fancy silver GameCube combo that was only released in Japan (I’ll leave you to think about that for yourself).

There are hints available – manufacturer and year, and some of the letters – which are particularly welcome if you’re as rubbish on Atari and NEC as I am. Google is also of assistance. Hints are paid for with coins, which are earned reasonably generously for quickly guessing correct answers and also over time. You can buy them too, of course, and you can also pay to remove adverts – but the IAPs are really quite restrained.

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Garfield's Wild Ride
Jul 17

You know when you’ve been playing a game of an evening, and you can still see it in your mind’s eye when you go to sleep?

Match-three puzzlers have a habit of doing it to me. Well, Garfield isn’t an obvious choice for an endless runner, so Namco-Bandai have had to set Wild Ride in his dreams. And he’s evidently been playing Jetpack Joyride.

Garfield's Wild Ride

It really is very, very similar: the simple touch-to-rise controls; the coins, the obstacles, even the warnings of approaching enemies; the ‘vehicle’ power-ups; the challenges, three active at a time; the slide along the ground when you eventually come a cropper.

It’s diligently similar, in that it’s still a bit of fun, but it adds virtually nothing of its own. And the basics are lacking: the controls are flabbier for one thing, which isn’t satisfying whether it’s intentional or not.

The presentation is at least solid: the menu screens are very jazzy, it sounds quite jolly, and the graphics are perfectly pleasant – even if the inexplicable floating obstacles look like strange mattresses, and the lasagne pick-ups looked more like hot dogs at first.

It starts to look samey very quickly though: you start with only one location – the street – and variation only comes from buying additional themes. The cheapest is yours for 100,000 coins – not earned in-game at anything like that magnitude, but inevitably available as IAPs. That number would set you back £1.99, several times the up-front price. Poor show.

Which all adds up to little reason to throw money at a slightly pale imitation, rather than Halfbrick‘s modern mobile classic, or one of the many games which have managed to actually build on the formula.

Version: iPhone
iOS: iTunes App Store (£0.69)
Android: Google Play (£0.69)

Scurvy Scallywags
Jun 28

I bloody love a match-three puzzler, and the tile-swapping variety is that rarest of things: a game mechanic born on a controller that actually benefits from a touch screen. Certainly that’s one reason there are so many on iOS. And very nice they are too.

Increasingly though games are playing with the formula – games like Scurvy Scallywags. Its notoriety is not down to innovation though, more that it’s from the brain of Monkey Island creator Ron Gilbert.

Scurvy Scallywags

Which goes some way to explaining the convoluted set-up: the pirate theme comes courtesy of a theatrical production, with the game’s storyline switching between the real world of the theatre and pirate world of the play. It’s not as clever in execution as that might have made it sound. The dialogue – pirate sea shanties, the theatre manager fretting – is gently entertaining, but not enough fun to carry the game on its own.

And what of the game? Your main task is to defeat enemies as they appear on the board. Matching swords increases your power, and once it’s above an enemy’s, you can defeat them by manoeuvring next to them. Fighting depletes your power though, so match more swords before encountering the next enemy, or you may die.

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DumbT
Jun 05

You’d have to be either very dumb or incredibly naive to deny that Dumb Ways to Die is a blatant clone of Nintendo’s Wario Ware. Unlike many of the App Store’s copycats though, it’s very easy to look past the plagiarism on the account that it has clearly had a bit of love and attention put into it.

DumbWays4

A little bit of history: Dumb Ways to Die began as a safety video from Metro Trains Melbourne to prevent stupid people from messing around on train tracks. Thanks to a daft sense of humour and lovable cast of characters the video went viral, spawning the game seen before you. There is still a hint of educational value present here, but don’t let that put you off.

Like the game it imitates, Dumb Ways to Die offers a quick-fire burst of mini-games lasting just a few seconds each. Tapping, swiping and tilting the screen are common themes – tapping wasps off a little yellow chap’s face, wiping puke off the screen and keeping somebody upright by tilting your iDevice are just three of the tasks at hand. Every mini-game is as smartly presented as the last, complete with a few little nice touches here and there.

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Ridiculous Fishing
Mar 20

There are a lot of ‘angles’ on Ridiculous Fishing: the tortured development; the indie supergroup that eventually finished it; the chart success since last week’s launch, despite having been preceded by a blatant clone; the active eschewing of IAPs in favour of a £1.99 upfront price tag. And 45 degrees: the angle that the graphics rigidly stick to.

Ridiculous Fishing

But only one thing really matters: it’s bloody good fun.

The mechanic is simple: drop your lure into the ocean, guiding it into the depths by avoiding the fish on the way down, using tilt controls of rare quality; when a fish is finally snagged, guide it back up, this time grabbing all the fish you can; when they the hit surface they’re launched into the air, which is your cue to shoot the heck out of them by tapping the screen. Simple, slick, ridiculous.

It’s everything that surrounds this that elevates it from simple fun, to alarmingly addictive.

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